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Skin Shifter

Skin shifters are defenders of nature, blessed by the spirits of the wild with the ability to shape shift into powerful animal forms. Prowling as beasts or charging across the field, they protect the balance of nature and punish those who would upset it.

Recall Knowledge - Humanoid (Society): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

Skin ShifterCreature 8

Medium Human Humanoid 
Source NPC Core pg. 134
Perception +16; (18 in animal form)
Languages Common, Wildsong
Skills Acrobatics +12 ((+16 in animal form)), Athletics +14 ((+18 in animal form or –4 in pest form)), Diplomacy +13, Intimidation +11 ((+15 in animal form)), Nature +18, Stealth +12 ((+16 in animal form)), Survival +18
Str +4, Dex +2, Con +3, Int +0, Wis +4, Cha +1
Animal Empathy The skin shifter can ask questions of, receive answers from, and use the Diplomacy skill with animals.
Items +1 striking longbow (20 arrows), hide armor, spiked gauntlet
AC 25 (26 in animal form); Fort +15, Ref +14, Will +16
HP 140
Speed 25 feet
Melee [one-action] spiked gauntlet +18 [+14/+10] (agile, free-hand), Damage 1d4+10 piercingRanged [one-action] longbow +17 [+12/+7] (deadly d10, magical, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+6 piercingPrimal Innate Spells DC 26; Cantrips (4th) gouging claw, know the way
Gift of the Wild Spirits [one-action] (primal) Frequency once per round; Effect The skin shifter casts their choice of a 4th-rank aerial form, animal form, dinosaur form, or pest form spell. They must transform into an animal of a kind they've seen within the last 24 hours. They can't gain temporary HP again from a spell cast with Gift of the Wild Spirits for 10 minutes. Their Strikes for forms other than pest form have reach 10 feet, a +20 attack modifier, and a +13 damage bonus (or a +9 damage bonus for aerial form). Most other changes to their statistics are listed above.
While polymorphed, the skin shifter can still use Gift of the Wild Spirits, though they're still prevented from casting other spells as normal.

All Monsters in "Primalist"

NameLevel
Dedicated Druid7
Mountain Guardian6
Pack Leader4
Skin Shifter8
Tempest Incarnate19
Tree Singer13

Primalist

Source NPC Core pg. 132
A primalist is a wielder of primal energies and magic, sometimes taught by forces of primal power, including powerful elementals or fey of the First World. Primalists protect the natural world, offering strong medicine to those in need while facing suspicion from those who don't understand their ways.

A great many primalists belong to druidic circles, and even those who aren't members tend to be familiar with the most prominent ones in their homeland.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Gnome conservationist (level 6), kobold earth diver (level 4)

Sidebar - Locations Druid Groves

When they choose to settle in one place, druids famously dwell in druid groves. These sanctums mix elements of living spaces, ritual shrines, and the natural environment into a cohesive, harmonious whole. Flora and fauna form the majority of fixtures in most groves, with only small amounts of construction work, as druids prize fitting themselves into the environment rather than bending it to suit them. A grove might be a small hollow that's home to a solitary druid or an overgrown copse of trees housing an entire lodge.

Sidebar - Additional Lore Order Hierarchies

Green Faith orders tend to obey strict hierarchies, with nine “circles” for major orders and three or five for minor orders. A new member becomes an initiate of the first circle. Each ascending circle guards more secret and precious information and has fewer members than the circle below it. To ascend, a druid must do service toward the order's goals and grow in knowledge and magical ability. If a circle is full, a druid might need to win their way into the circle by challenging a superior.

Sidebar - Advice and Rules Speaking Wildsong

The secret language spoken among druids, called Wildsong, sounds more like animal calls than spoken words. If you're roleplaying a conversation between druids at the table, you might want to try imitating an animal, or even just play audio clips of animal noises. Much of Wildsong is conveyed through tone and associations with different animals. An individual druid's Wildsong might more frequently incorporate sounds from animals prevalent in the druid's home region, forming a dialect or accent of sorts.